The attack modes in EFS represent an interesting way to
engage in combat and they also present many different strategic
possibilities. In order to design units, I needed to understand the
differences between the different combat modes, as well as each mode's
strengths and weaknesses.
Underwater combat is the first attack mode available, and so makes
naval units with this capability extremely powerful against other naval
units. Since it can only be used against naval units, it doesn't have any
other implication besides naval combat. A unit with Underwater attack
capability gets 4 chances to hit its target(s).
Indirect combat is the first attack mode for ground battles and is a
very powerful attack capability because of its precedence and the units that it
can hit. Indirect can hit Foot, Wheel, Tread, Naval, Hover, and Crawler units
and so therefore can be used as a general-purpose attack mode for a given
unit. Because it doesn't target a specific unit type, Indirect combat is not
good for taking out specific units, but rather a one-glove-fits-all approach
to combat. Air units with Indirect are very deadly because of this. Units
with Indirect attack capability get 2 chances to hit its target(s).
Air is the next combat mode, and is useful against both air and naval
units. Ground units (Foot, Wheel, Tread, Hover, or Crawler) that have this
mode can be very effective against air units that do not have an
Indirect-attack capability. A unit with Air attack capability gets 2 chances
to hit its target(s).
Direct attack is the next attack mode and it allows a unit to
specifically target armored units (i.e. Wheel, Tread, Hover, and Crawler).
Units with a Direct attack mode can be used specifically to take out armored
units. A unit with Direct attack capability gets 3 chances to hit its
target(s).
Close combat is the next attack mode and allows a unit to specifically
target foot units. Since it is target specific like Direct combat, it allows
units with this attack mode to be very effective against foot units. A unit
with Close attack capability gets 4 chances to hit its target(s).
The next attack mode is Psychic attack. Although, coming last in the
planet attack modes, its ability to target any unit makes its use extremely
potent against any other unit. A unit with a high accuracy / high strength
Psychic attack can be very powerful if it survives to the Psychic attack
phase. Units with Psychic attack capability get 2 chances to hit its
target(s).
The space combat modes are similar to planet combat modes when it comes to
the order, but with the use of a clever targeting adjustment, some
interesting space combat battles can now occur. Ranged Space is the
first attack mode used in space combat. Because of this, it can be deadly
against other space units. However, to keep units with Ranged Space from
attacking fighters, bombers, and space marines, Lander units are not
targetable by Ranged Space weapons. This makes Ranged Space weapons useful
against capital ships only. This makes Lander units with Ranged-Space capability
extremely useful against Jump and Space units. A unit with Ranged Space
attack capability gets 2 chances to hit its target(s).
The next space combat mode is Direct Space. Any unit can be targeted
with Direct Space, so it is a very effective combat mode against any space
unit. A unit with Direct Space attack capability gets 3 chances to hit its
target(s).
The last space combat mode is Close Space. It is similar to Direct
Space in that any unit can be targeted with Close Space. A unit with Close
Space attack capability gets 4 chances to hit its target(s).
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